Since SR4 came out and the Car and Bike skills got morphed into Pilot Ground Craft, I've had an issue - how to similate a character that is Evil Kinevel with a bike, but never learned how to drive a car (to the point that driving a stick is an exercise in grinding gears down to nothing). An isolated and small problem, but still annoying.
In the http://forums.dumpshock.com/index.php?showtopic=16371 though, SLJames in his usual charming fashion
gave me an idea with the following comment:
| QUOTE (SL James) |
| Such innovation that the few (very few) mages who saw magic as objectively formulaic with laws (i.e., they were using the objective SR rules) managed to not only convince others within the Hermetic tradition, but convinced every magician in the world in a relatively short time that they were right. Since magicians in SR have never been unyieldingly dogmatic about their tradition, or paradigm, or religious-magical system ever. |
That might work. It certainly sounds reasonable enough to me.
I like it; C&Ped to my Additional Qualities file--that is, if you don't mind.
Feel free - if I wanted to keep it to myself, I wouldn't post it
So this is 5 BP per skill, right?
Could you specialize in something you had this limitation in?
So I have Pilot Ground Craft at 3, for 12 BP.
I can take this limitation to get Pilot Ground Craft (Bike) at 3 for 7 BP. Assuming I put this back into Bike skill, I would have Pilot Ground Craft (Bike) 4 for a total cost of 11 BP and be unable to use Pilot Ground Craft for anything else.
Whereas if I specialize instead, then I could get Pilot Ground Craft (Bike) at 5 for 14 BP, or to make the comparison with the limitation, I could reduce my Pilot Ground Craft (Bike), freeing up 4 BP. So altogether, I would have Pilot Ground Craft (Bike) 4 for a total cost of 10 BP and still be able to use Pilot Ground Craft 2 for other things.
Did I miss anything?
I'm kind of two minds about that - on the one hand, specialization is a bit redundant when the specialization is the only part of the skill that you can use at all. But on the other hand, wouldn't someone using a limited version of a skill tend to be better at it than someone using the broader skill? So even though it seems a bit cheesy at first glance, I think that I would allow specialization.
I also think 5 BP is about right. Some might complain that it gives you as many points as taking Incompetence, which doesn't allow you to use the skill at all. But someone taking this flaw will be buying, and using, that limited skill, too. So I think it's balanced.
| QUOTE (Glyph) |
| I'm kind of two minds about that - on the one hand, specialization is a bit redundant when the specialization is the only part of the skill that you can use at all. But on the other hand, wouldn't someone using a limited version of a skill tend to be better at it than someone using the broader skill? So even though it seems a bit cheesy at first glance, I think that I would allow specialization. I also think 5 BP is about right. Some might complain that it gives you as many points as taking Incompetence, which doesn't allow you to use the skill at all. But someone taking this flaw will be buying, and using, that limited skill, too. So I think it's balanced. |
alterantive!
we have a skill modifier, wheras the SKILL costs less (half as much), but you cannot get a specialize bonus (in fact your already limited to a specilization). So, instead of saying skill X at Y points, you get skill (specialization only) at X for [Y/2] points. X must be 3 or more for advancement to buy the FULL skill, you must invest the difference in xp to obtain skill (X-2) with specialization.
So if i have Bikes only at 3, thats 6 points.... or groundcraft 1 (bikes +2), no cost change. If i have bikes only at 6, thats 12 points- or groundcraft 4 (bikes +2) at 18 points, 6 more.
from a mechanics perspective, its not broken. from an RP perspective, it makes sense. It allows for a specilization at 1 or 2 dice, or even getting 6 skill in something cheaply (perhaps outside the usual skillcap limit) without giving too may dice.
flaws dont really work for things like this, because of flaw mechanics in general. you have a finite number of possible flaw points. any flaw limiting a skill like that, will become a 'freebie' to some players, and be abused quickly.
This was something I noticed about some of the Combat Skills too. Under long arms, if all of your shooting experience is with shotguns, that isn't going to be much help when using a sniper rifle to make a long range shot. By the same token, just because you can use a knife with a six inch blade doesn't mean you will be equally skilled with a sword that has a three foot blade if you haven't also been practicing with one. That this would apply to vehicles also makes sense.
I don't have the books handy right now, but does SR4 have anything like the defaulting tree of previous generations? Those were very helpful and could have solved a lot of this problem.
| QUOTE (Thane36425) |
| I don't have the books handy right now, but does SR4 have anything like the defaulting tree of previous generations? Those were very helpful and could have solved a lot of this problem. |
| QUOTE (cetiah) | ||
No, skills just default to an attribute. |
| QUOTE (cetiah) | ||
Even though, as I demonstrated, taking the limitation actually costs you an extra BP? |
| QUOTE (cetiah) |
| So this is 5 BP per skill, right? Could you specialize in something you had this limitation in? |
| QUOTE (Glyph) |
| I also think 5 BP is about right. Some might complain that it gives you as many points as taking Incompetence, which doesn't allow you to use the skill at all. But someone taking this flaw will be buying, and using, that limited skill, too. So I think it's balanced. |
| QUOTE (cetiah) |
| Even though, as I demonstrated, taking the limitation actually costs you an extra BP? |
| QUOTE (Teulisch) |
| we have a skill modifier, wheras the SKILL costs less (half as much), but you cannot get a specialize bonus (in fact your already limited to a specilization). So, instead of saying skill X at Y points, you get skill (specialization only) at X for [Y/2] points. X must be 3 or more for advancement to buy the FULL skill, you must invest the difference in xp to obtain skill (X-2) with specialization. So if i have Bikes only at 3, thats 6 points.... or groundcraft 1 (bikes +2), no cost change. If i have bikes only at 6, thats 12 points- or groundcraft 4 (bikes +2) at 18 points, 6 more. from a mechanics perspective, its not broken. from an RP perspective, it makes sense. It allows for a specilization at 1 or 2 dice, or even getting 6 skill in something cheaply (perhaps outside the usual skillcap limit) without giving too may dice. flaws dont really work for things like this, because of flaw mechanics in general. you have a finite number of possible flaw points. any flaw limiting a skill like that, will become a 'freebie' to some players, and be abused quickly. |
For magic I took the different magic beliefs and built the tradition from the ground up based on what it did include. I don't use the traditions as they are laid out in the book. You can define all the abilities you have and determine your own limitations as well. If you want to check it out then go to my house rules page at the address below.
For the situational incompatence thing I would just break the skill back up if you as a GM see them as being too different. If it is a player trying to do that I would just say that they should just role play that issue and take a penalty because they don't believe that they can. Now if they couldn't do it because of a fear then give them a fear of driving. I actually know someone with this fear so it wouldn't be a stretch. Otherwise I don't see the point in getting points for the incompetance.
Personally I think that incompetences should cover catagories of skills and not just one. You may be incompetent with all computer skills but not software. You have no mechanical and electrocial aptittude. Like that.
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